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- import pygame
- import sys
- import random
- pygame.init()
- screen_width=1000
- screen_height=500
- root=pygame.display.set_mode((screen_width,screen_height))
- pygame.display.set_caption('Raindrops')
- FPS=pygame.time.Clock()
- run=True
- coords=[]
- gravity=1
- player_speed=25
- # enemy1=''
- class entity:
- def __init__(self,x,y,width,height):
- self.x=x
- self.y=y
- self.width=width
- self.height=height
- enemy=entity(0,0,50,50)
- player=entity(500,400,50,50)
- def get_coords():
- if enemy.y>100:
- enemy.x=random.randrange(0,screen_width-enemy.x+enemy.width)
- enemy.y=0
- a=coords.append([enemy.x,enemy.y])
- # print(coords)
- def drop():
- global enemy1
- for i in coords:
- i[1]+=gravity
- enemy1=pygame.draw.rect(root,(255,0,0),(i[0],i[1],enemy.width,enemy.height))
- # print(enemy1)
- return enemy1
- while run:
- root.fill((0,0,0))
- get_coords()
- # drop()
- for i in coords:
- i[1]+=gravity
- enemy1=pygame.draw.rect(root,(255,0,0),(i[0],i[1],enemy.width,enemy.height))
- player1=pygame.draw.rect(root,(0,0,255),(player.x,player.y,player.width,player.height))
- pygame.display.update()
- FPS.tick(999)
- enemy.y+=gravity
- print(player1)
- # print(enemy1)
- for event in pygame.event.get():
- # print(event)
- if event.type==pygame.QUIT:
- pygame.quit()
- sys.exit()
- keys=pygame.key.get_pressed()
- if keys[pygame.K_LEFT] and player.x>player_speed:
- player.x-=player_speed
- if keys[pygame.K_RIGHT] and player.x+player.width<screen_width-player_speed:
- player.x+=player_speed
- if player1.colliderect(enemy1):
- print('hit')
- # enemy.y+=gravity
- # root.fill((0,0,0))
- # get_coords()
- # drop()
- # player1=pygame.draw.rect(root,(0,0,255),(player.x,player.y,player.width,player.height))
- # pygame.display.update()
- # FPS.tick(999)
- # print(player1)
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